NeuroFi (Free) - This handy implant gives an array of benefits and in addtion it doesn't count towards your total amount of allowed implants due to the low harm the device produces. You gain the following benefits;
The implant allows you to wirelessly connect to local Wi-Fi networks. This can provide you with access to information, maps, and data in real-time. You gain proficiency in Investigation checks when searching for digital information.
Deeper Web Connection: Once a day, the implant grants you access to the Deeper Web, a hidden realm of the internet that is inaccessible to most individuals. You can use this connection to gather secret information, find black market goods, and potentially interact with powerful entities lurking within the Deeper Web.
Holographic Display: Through the implant, you can project a holographic heads-up display (HUD) visible only to you. This HUD can provide you with vital information such as health, status effects, and inventory. It can also display augmented reality overlays, aiding you in perception-based checks.
Language Translator: The implant includes a language translator module, allowing you to understand and speak any language you encounter. This grants you the ability to communicate with a wide range of creatures and overcome language barriers.
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Mind-Breakers - Embedded against the back of your skull, the Mind-Breakers implant grants you a powerful ability to perceive time differently during moments of crisis. When activated, you can force yourself to see the world in slow motion. This ability comes with the following benefits:
Slow Motion Perception: As a free action, you can activate the Mind-Breakers implant, allowing you to perceive the world around you in slow motion. This altered perception provides you with an edge in combat and critical situations.
Additional Reaction: While under the effects of slow motion perception, you gain an additional reaction that you can use until the start of your next turn.
Advantage on All Checks: Your heightened state of perception grants you a significant advantage in all checks until the start of your next turn. This includes ability checks, saving throws, attack rolls, and any other checks that may arise during this period.
The Mind-Breakers implant can only be safely activated once per long rest, you can use this more than once but every use gives you a level of exhaustion which last for d4+1 days.
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Echo Synapse - An implant grants you the extraordinary ability to momentarily halt the flow of time, allowing you to prepare and strategize during combat. This implant provides you with the ability to activate a limited time stop effect. The Echo Synapse implant offers the following benefits:
Temporal Suspension: Once per long rest, you can activate the Echo Synapse implant to trigger a momentary time stop. When activated, time freezes for everyone except you, effectively granting you an extra round to plan and prepare.
Tactical Advantage: During the time stop, you can use your turn to take actions, move, and position yourself strategically without any time passing in the outside world.
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Bladesinging
TCE p76
[–]
Bladesingers master a tradition of wizardry that incorporates swordplay and dance. Originally created by elves, this tradition has been adopted by non-elf practitioners, who honor and expand on the elven ways.
In combat, a bladesinger uses a series of intricate, elegant maneuvers that fend off harm and allow the bladesinger to channel magic into devastating attacks and a cunning defense. Many who have observed a bladesinger at work remember the display as one of the more beautiful experiences in their life, a glorious dance accompanied by a singing blade.
Training in War and Song (Bladesinging)
TCE p76
[–]
When you adopt this tradition at 2nd level, you gain proficiency with light armor, and you gain proficiency with one type of one-handed melee weapon of your choice.
You also gain proficiency in the Performance skill if you don't already have it.
Bladesong
TCE p76
[–]
Starting at 2nd level, you can invoke a secret elven magic called the Bladesong, provided you aren't wearing medium or heavy armor or using a shield. It graces you with supernatural speed, agility, and focus.
You can use a bonus action to start the Bladesong, which lasts for 1 minute. It ends early if you are incapacitated, if you don medium or heavy armor or a shield, or if you use two hands to make an attack with a weapon. You can also dismiss Bladesong at any time you choose (no action required).
While your bladesong is active, you gain the following benefits:
You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1).
Your walking speed increases by 10 feet.
You have advantage on Dexterity (Acrobatics) checks.
You gain a bonus to any Constitution saving throws you make to maintain concentration on a spell. The bonus equals your Intelligence modifier (minimum of +1).
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
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Tough
PHB
p170
Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.
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War Caster
PHB
p170
Prerequisite: The ability to cast at least one spell
You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:
You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.
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Song of Defense
TCE p76
[–]
Beginning at 10th level, you can direct your magic to absorb damage while your bladesong is active. When you take damage, you can use your reaction to expend one spell slot and reduce that damage to you by an amount equal to five times the spell's slot level.
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Relentless Endurance. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.
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Size: Medium/Small
Speed: 30ft, climb speed equal to walk speed
Age: Reach maturity at creation, and live up to 10 years.
Racial Legacy: You may pick another race and take one of their racial features, this was your race before "The Carnival". In addition you keep any skill proficiencies you gained from it
Constructed Resilience: You were created to have remarkable fortitude, represented by the following benefits:
You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
You don't need to eat, drink, or breathe.
You are immune to disease.
You don't need to sleep, and magic can't put you to sleep.
Sentry's Rest: When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn't render you unconscious, and you can see and hear as normal.
The Carnivals Revenge: When within 5ft of another creature, you can open your body and tendrils will reach out towards them. They must make a DEX save against your DC (8+prof+CON). On a failure, the creature is pulled into you and is restrained/Grappled. You can't use this feature or attack another target while they are restrained. The creature must use its action to make a STR check against your DC to break free. At the start of the creatures turn, they take 2d8 bludgeoning damage and it can't take reactions until the start of its next turn.
The features damage increases by 1d8 when you reach 5th level (3d8), 11th level (4d8), and 17th level (5d8).
Languages: You can speak, read, and write Common and one other language of your choice.
Features & Traits